gl_rasterizer: implement texture cube
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33a0e87ac2
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15e8664ef7
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@ -40,6 +40,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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// Create cubemap texture and sampler objects
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texture_cube_sampler.Create();
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state.texture_cube_unit.sampler = texture_cube_sampler.sampler.handle;
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texture_cube.Create();
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state.texture_cube_unit.texture_cube = texture_cube.handle;
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// Generate VBO, VAO and UBO
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vertex_buffer.Create();
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vertex_array.Create();
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@ -352,6 +358,25 @@ void RasterizerOpenGL::DrawTriangles() {
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const auto& texture = pica_textures[texture_index];
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if (texture.enabled) {
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if (texture_index == 0) {
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using TextureType = Pica::TexturingRegs::TextureConfig::TextureType;
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switch (texture.config.type.Value()) {
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case TextureType::TextureCube:
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using CubeFace = Pica::TexturingRegs::CubeFace;
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res_cache.FillTextureCube(
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texture_cube.handle, texture,
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveX),
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeX),
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveY),
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeY),
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveZ),
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeZ));
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texture_cube_sampler.SyncWithConfig(texture.config);
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state.texture_units[texture_index].texture_2d = 0;
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continue; // Texture unit 0 setup finished. Continue to next unit
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}
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}
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texture_samplers[texture_index].SyncWithConfig(texture.config);
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Surface surface = res_cache.GetTextureSurface(texture);
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if (surface != nullptr) {
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@ -1225,6 +1250,10 @@ void RasterizerOpenGL::SetShader() {
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
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}
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex_cube");
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::TextureCube.id);
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}
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// Set the texture samplers to correspond to different lookup table texture units
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GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
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@ -287,6 +287,10 @@ private:
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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// TODO (wwylele): consider caching texture cube in the rasterizer cache
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OGLTexture texture_cube;
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SamplerInfo texture_cube_sampler;
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OGLBuffer lighting_lut_buffer;
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OGLTexture lighting_lut;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <cstring>
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#include <iterator>
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@ -1192,10 +1193,14 @@ SurfaceRect_Tuple RasterizerCacheOpenGL::GetSurfaceSubRect(const SurfaceParams&
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}
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Surface RasterizerCacheOpenGL::GetTextureSurface(
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const Pica::TexturingRegs::FullTextureConfig& config) {
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const Pica::TexturingRegs::FullTextureConfig& config, PAddr addr_override) {
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Pica::Texture::TextureInfo info =
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Pica::Texture::TextureInfo::FromPicaRegister(config.config, config.format);
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if (addr_override != 0) {
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info.physical_address = addr_override;
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}
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SurfaceParams params;
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params.addr = info.physical_address;
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params.width = info.width;
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@ -1223,6 +1228,70 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(
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return GetSurface(params, ScaleMatch::Ignore, true);
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}
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void RasterizerCacheOpenGL::FillTextureCube(GLuint dest_handle,
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const Pica::TexturingRegs::FullTextureConfig& config,
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PAddr px, PAddr nx, PAddr py, PAddr ny, PAddr pz,
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PAddr nz) {
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ASSERT(config.config.width == config.config.height);
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struct FaceTuple {
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PAddr address;
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GLenum gl_face;
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Surface surface;
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};
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std::array<FaceTuple, 6> faces{{
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{px, GL_TEXTURE_CUBE_MAP_POSITIVE_X},
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{nx, GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
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{py, GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
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{ny, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
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{pz, GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
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{nz, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z},
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}};
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u16 res_scale = 1;
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for (auto& face : faces) {
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face.surface = GetTextureSurface(config, face.address);
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res_scale = std::max(res_scale, face.surface->res_scale);
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}
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u32 scaled_size = res_scale * config.config.width;
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OpenGLState state = OpenGLState::GetCurState();
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OpenGLState prev_state = state;
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SCOPE_EXIT({ prev_state.Apply(); });
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state.texture_cube_unit.texture_cube = dest_handle;
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state.Apply();
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glActiveTexture(TextureUnits::TextureCube.Enum());
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FormatTuple format_tuple = GetFormatTuple(faces[0].surface->pixel_format);
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for (auto& face : faces) {
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glTexImage2D(face.gl_face, 0, format_tuple.internal_format, scaled_size, scaled_size, 0,
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format_tuple.format, format_tuple.type, nullptr);
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}
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state.draw.read_framebuffer = read_framebuffer.handle;
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state.draw.draw_framebuffer = draw_framebuffer.handle;
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state.ResetTexture(dest_handle);
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for (auto& face : faces) {
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state.ResetTexture(face.surface->texture.handle);
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state.Apply();
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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face.surface->texture.handle, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, face.gl_face, dest_handle,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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auto src_rect = face.surface->GetScaledRect();
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, 0, 0,
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scaled_size, scaled_size, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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}
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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bool using_color_fb, bool using_depth_fb, const MathUtil::Rectangle<s32>& viewport_rect) {
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const auto& regs = Pica::g_state.regs;
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@ -322,7 +322,12 @@ public:
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bool load_if_create);
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/// Get a surface based on the texture configuration
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Surface GetTextureSurface(const Pica::TexturingRegs::FullTextureConfig& config);
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Surface GetTextureSurface(const Pica::TexturingRegs::FullTextureConfig& config,
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PAddr addr_override = 0);
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/// Copy surfaces to a cubemap texture based on the texture configuration
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void FillTextureCube(GLuint dest_handle, const Pica::TexturingRegs::FullTextureConfig& config,
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PAddr px, PAddr nx, PAddr py, PAddr ny, PAddr pz, PAddr nz);
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/// Get the color and depth surfaces based on the framebuffer configuration
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SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb,
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@ -202,6 +202,8 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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return "texture(tex[0], texcoord[0])";
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case TexturingRegs::TextureConfig::Projection2D:
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return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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static_cast<int>(state.texture0_type));
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@ -1060,6 +1062,7 @@ in vec4 gl_FragCoord;
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out vec4 color;
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uniform sampler2D tex[3];
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uniform samplerCube tex_cube;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform samplerBuffer proctex_noise_lut;
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@ -52,6 +52,9 @@ OpenGLState::OpenGLState() {
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texture_unit.sampler = 0;
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}
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.sampler = 0;
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_buffer = 0;
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@ -201,6 +204,14 @@ void OpenGLState::Apply() const {
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}
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}
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if (texture_cube_unit.texture_cube != cur_state.texture_cube_unit.texture_cube) {
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glActiveTexture(TextureUnits::TextureCube.Enum());
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glBindTexture(GL_TEXTURE_CUBE_MAP, texture_cube_unit.texture_cube);
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}
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if (texture_cube_unit.sampler != cur_state.texture_cube_unit.sampler) {
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glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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@ -311,6 +322,8 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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unit.texture_2d = 0;
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}
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}
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if (texture_cube_unit.texture_cube == handle)
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texture_cube_unit.texture_cube = 0;
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if (lighting_lut.texture_buffer == handle)
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lighting_lut.texture_buffer = 0;
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if (fog_lut.texture_buffer == handle)
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@ -334,6 +347,9 @@ OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
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unit.sampler = 0;
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}
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}
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if (texture_cube_unit.sampler == handle) {
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texture_cube_unit.sampler = 0;
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}
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return *this;
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}
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@ -27,6 +27,7 @@ constexpr TextureUnit ProcTexColorMap{6};
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constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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constexpr TextureUnit TextureCube{10};
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} // namespace TextureUnits
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@ -87,6 +88,11 @@ public:
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_units[3];
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struct {
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GLuint texture_cube; // GL_TEXTURE_BINDING_CUBE_MAP
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_cube_unit;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} lighting_lut;
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